Final Fantasy X Yojimbo FAQ

by Azure Edge Updated to v1.2 on Jul 30, 2002

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F I N A L F A N T A S Y X
Yojimbo FAQ v1.2
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This FAQ is copyright 2002 by Azure Edge (azure_edge@hotmail.com). It may
not be copied without consent of the author, and all sections including this
copyright must remain in their full, unaltered content. It may not be used
or distributed for any commercial purpose. This FAQ is granted for use
solely by GameFAQs or any sites created by the author.
**NOTE**
The information in this FAQ was NOT discovered by myself; it was not a
discovery in the first place. It was originally printed in the Official
Ultimania Guide, and is of such a complexity that we would not know about it
had it not been for Ultimania. A resounding THANKS! to Ultimania. Also,
great thanks go to the posters on GameFAQs's FFX message board, specifically
Oliver Hague, Dual Zero, and Shinryu, who I would know none of this without,
due to a lack of knowledge of Japanese and a lack of ownership of the Brady
guide. This FAQ should be under their names, not mine.
-=-Sections-=-
1.0 -=- Introduction
1.01 - Version History
1.02 - About Yojimbo
2.0 -=- Yojimbo
2.01 - Obtaining Yojimbo
2.02 - Special Attacks
2.03 - Attack Mathematics
3.0 -=- Closing
3.01 - E-Mail Policy
3.02 - Credits
-=-=-=-=-
1 . 0 - I N T R O D U C T I O N
-=-=-=-=-
-=-
1.01 - Version History
-=-
1.2 (7/30/02) - Corrected typographical errors. Added to the Obtaining
Yojimbo section.
1.1 (7/29/02) - Corrected errors in the mathematics and a date error in the
version history. Added more information on Yojimbo's attacks. Corrected
typographical errors in the mathematics section. Added to Shinryu's section
in the Credits section. Added Dual Zero to the Credits section. Corrected
errors in the Zanmato Level section.
1.0 (7/21/02) - First version. Original content placed.
-=-
1.02 - About Yojimbo
-=-
Yojimbo is one of the three secret summons of Final Fantasy X. Some people
consider him the most useless of them, because of his randomness - you don't
control Yojimbo directly, but instead you pay him Gil and he performs one of
four attacks - Daigoro, Kozuka, Wakizashi, or Zanmato. Naturally, the more
you pay, the better his attack. The attacks Yojimbo uses are named for their
weapons, except for Zanmato.
Yojimbo's name has roots in Japaese histoy. A yojimbo is a hired bodyguard
(coincedence? No). From his look and his summon sequence, his Japanese roots
are obvious. This is a nice touch, since despite FF's origination in Japan,
relatively few of the summons are really based in Japanese history and
mythology.
Please note that all following information is for the NTSC version, and may
be different in other versions.
-=-=-=-=-
2 . 0 - Y O J I M B O
-=-=-=-=-
-=-
2.01 - Obtaining Yojimbo
-=-
Before you can do anything with Yojimbo, you have to obtain him. Go to the
Calm Lands and head out through the northeastern exit, where you left when
you came through here on the way to Zanarkand. Go across the first bridge,
then go around and down the hill under the second. If you recall, when you
tried to enter here after you fought Defender X, your other party members
told you it was the wrong way and you were not allowed to enter. It only
opens after you obtain the airship.
The entrance to the Cavern of the Stolen Fayth is on the left. You will have
a short scene, then your party will enter the cavern. Make your way to the
back of the cave, where you will meet the last summoner Lulu guarded. The
summoner will call Yojimbo, and you will do battle.
-=BOSS BATTLE: Yojimbo=-
HP: 30,000
MP: 0
This is not a very difficult battle. Yojimbo will use his Daigoro attack
repeatedly at the beginning of the fight. To finish him off quickly, use
your aeons' Overdrives.
Before you step on the teleport pad in the room, be sure you have at least
250,000 gil. You can warp to the left and the right to get a few valuable
items, but for now, go straight ahead into the Chamber of the Fayth.
Now it's time to bid. If you ever triple his asking price, he'll offer two
Teleport Spheres as well, so keep that in mind. He'll give you three options
at the start; pick the third, as it causes him to give his lowest asking
price (250,000 gil). Don't bid the whole lot, yet, however; bid half his
asking price, plus one (if you picked the third option, that would be
125,001 gil). Raise your offer by one gil each time to lower his asking
price. Once his price gets to 205,000 gil, that's about as low as you can
reliably take him, so bid around 190k-200k to get him in your party.
Unlike the other secret aeons, Yojimbo cannot initially break the damage
limit. You must acquire and power up Auron's ultimate weapon, the Masamune,
to allow Yojimbo to exceed 9,999 damage. To do this, you need three items:
The Mars Crest, the Mars Sigil, and the Masamune itself.
The Mars Crest can be found in the Mi'ihen Oldroad. Head to the end of the
Highroad, to the junction before Mushroom Rock road, where you met Seymour
for the first time before Operation Mi'ihen. Get a chocobo if you like, and
head down the lower path. Follow this path all the way to its end, and there
you will find a chest with the Mars Crest.
To obtain the Mars Sigil, you must unlock any ten Area Creations or Species
Creations. Refer to CB!'s excellent Monster Arena guide for help on this.
The Masamune, the final piece, cannot be obtained directly. First you need
the Rusty Sword, which is found on the path just east of the entrance to the
Cavern of the Stolen Fayth. Once you have this, return to the junction
between the Mi'ihen Highroad, Mi'ihen Oldroad, and Mushroom Rock Road. Go
into Mushroom Rock, but instead of going left as you did when you came
through to Operation Mi'ihen, go straight. You will see a path to the left
on your map. Go into it and ride the elevator up to the statue of Lord
Mi'ihen standing over a slain Behemoth. Press X in front of the statue and
you will place the Rusty Sword. If you have the Celestial Mirror in your
inventory, you will receive the Masamune.
-=-
2.02 - Special Attacks
-=-
Yojimbo's repertoire of attacks is far lower than most other aeons - just
four. However, they are all quite powerful, especially if you max out his
strength. Wakizashi is probably his best attack, when comparing attack
strength and gil economics. If you've got the gold, however, Zanmato is an
instant kill to anything.
-Daigoro-
Yojimbo's dog, named Daigoro, attacks the enemy. This can be done for very
little gil, but it is weak.
-Kozuka-
This is Yojimbo's 'Three Daggers' attack. He withdraws three small daggers
(kozukas) and hurls them at the enemy for moderate to high damage. This is
also a fairly cheap attack, and Yojimbo will reliably perform it for
anywhere above three hundred or so gil.
-Wakizashi-
Yojimbo withdraws his sword, ironically called a wakizashi, and slashes the
enemy for high damage. This is arguably Yojimbo's best attack, because it
can be reliably performed for one thousand or greater gil, and it also
reliably does 99,999 damage at full strength.
-Zanmato-
The infamous, elusive Zanmato, which roughly means "Demon Edge" in Japanese.
Yojimbo calls a sword up to his hands and attacks the enemy at blinding
speed, slicing them in half. This is an instant kill to ANY fiend, including
ALL bosses, even those immune to instant death. It is also insanely
expensive, even if you have high compatibility with Yojimbo. There is a
slightly higher chance of Yojimbo performing Zanmato if his overdrive meter
is full.
-=-
2.03 - Attack Mathematics
-=-
There is a complex set of mathematics involved with Yojimbo's attacks. They
involve five different factors: compatibility, gil paid, Overdrive, the
random factor, and Zanmato level. Motivation is the sixth factor, and
arguably the most important, because it determines what attack Yojimbo will
use. Motivation is a scale of points, starting at 0. The higher the
motivation, the better the attack. The five factors are used to calculate
the motivation level. After the initial calculations are done, if motivation
is 80 or greater, Yojimbo will perform Zanmato. If not, the calculation is
made again, this time assuming that the enemy's Zanmato Level is One. So, in
essence, first the game finds out if Yojimbo will do Zanmato; if not, then
it selects another attack. Motivation resets every turn, so if you pay him
5000 gil one turn and another 5000 the next, he will only have the
motivation count of one payment for the second turn. The in-game equation
rounds by ignoring the decimal, since all motivation numbers are whole.
Here is a chart of attacks and the motivation required to perform them in
the second calculation:
If Motivation Is | Attack Performed
------------------------------------
0 to 31 | Daigoro
32 to 47 | Kozuka
48 to 63 |Wakizashi (single)
64 or greater | Wakizashi (all)
The five factors of compatibilty, gil paid, random, Overdrive, and Zanmato
Level all add up to create Yojimbo's final motivation, thus determining his
attack. The following are the calculations that are made to determine those
numbers.
-Gil-
This is the second largest factor in Yojimbo's attack calculations. Paying
Yojimbo certain amounts of gil will add to his motivation. Gil can add up to
56 points to Yojimbo's overall motivation stat. The following lists the
minimums and maximums to gain any certain amount of motivation on Yojimbo's
scale.
Gil Paid | Motivation
---------------------------------------
1 to 3 | 0
4 to 7 | 2
8 to 15 | 4
16 to 31 | 6
32 to 63 | 8
64 to 127 | 10
128 to 255 | 12
256 to 511 | 14
512 to 1023 | 16
1024 to 2047 | 18
2048 to 4095 | 20
4096 to 8191 | 22
8129 to 16383 | 24
16384 to 32767 | 26
32768 to 65535 | 28
65536 to 131071 | 30
131072 to 262143 | 32
262144 to 524287 | 34
524288 to 1048575 | 36
1048576 to 2097151 | 38
2097152 to 4194303 | 40
4194304 to 83886007 | 42
83886008 to 16777215 | 44
16777216 to 33554431 | 46
33554432 to 67108863 | 48
67108864 to 134217727 | 50
134217728 to 268435455 | 52
268435456 to 536870911 | 54
536870912 to 999999999 | 56
-Compatibility-
Yojimbo has a hidden compatibility meter when he joins you. It starts at 50,
and can increase up to 255. Compatibility adds an amount to Yojimbo's
motivation depending on its value. If c = compatibility and m = motivation,
then the equation for the compatibility factor is (c / 30 = m). So, if
Yojimbo's compatibility was 50, then it would be divided by 30 in this part
of the calculation, adding 1 to his motivation. As you can see, even 255
compatibility will not add much to his motivation. The two following factors
are much greater influences.
You can raise and lower Yojimbo's compatibility by performing certain
actions. The chart lists these and the amount of compatibility gained or
lost.
Action | C. Change
-------------------------------------------------
Pay 0 Gil | -20
Yojimbo dies | -10
Dismiss w/out paying | -3
Uses Daigoro | -1
Uses Kozuka | No Change
Uses Wakizashi (single) | +1
Uses Wakizashi (all) | +3
Uses Zanmato | +4
-Zanmato Level-
There are five Zanmato Levels, and each fiend is assigned to one, even the
underwater, non-Zanmatoable (is that a word?) ones. These levels effect the
rate of Zanmato use on a particular fiend; the higher the Zanmato Level, the
lower the Zanmato rate becomes. This is also tied in with the answer you
gave when you hired him, and the motivation from his compatibility. To find
out the effect of Zanmato Level on Yojimbo's motivation, take the motivation
added from his compatibility and apply it to the below formula. For this
equation, c = motivation from compatibility, p = the amount you paid for the
attack, and t = your total amount of gil.
c * (0.75 + [{p * 0.5} / t])
Now, take the solution from the above formula and multiply it into the
equation below, based on the answer you gave Yojimbo when you hired him.
If you hired him to help with your training as a summoner, or if you hired
him to destroy fiends...
Level One - * 1
Level Two - * 0.5
Level Three - * 0.33
Level Four - * 0.25
Level Five - * 0.2
If you hired him to defeat very strong enemies...
Level One to Three - * 0.8
Level Four or Five - * 0.4
The following is the Zanmato Level listing for ALL fiends and bosses in the
game.
.Level One..
Achelous
Aerouge
Ahriman
Alcyone
Anacondaur
Aqua Flan
Bandersnatch
Bashura
Basilisk
Bat Eye
Bite Bug
Black Element
Blue Element
Bomb
Buer
Bunyip
Cave Iguion
Chimera
Chimera Brain
Coeurl
Condor
Dark Element
Dark Flan
Defender
Defender X
Defender Z
Demonolith
Dingo
Dinonix
Dual Horn
Epaaj
Evil Eye
Exoray
Fallen Monk
Flame Flan
Floating Death
Floating Eye
Funguar
Gandarva
Garm
Garuda
Gemini
Ghost
Gold Element
Grat
Great Malboro
Grenade
Grendel
Grothia
Guado Guardian (Sometimes Level 4)
Halma
Ice Flan
Iguion
Imp
Ipiaria
Iron Giant
Killer Bee
Klikk
Kusariqqu
Lamashtu
Land Worm
Larva
Lord Ochu
Macea
Maelspike
Mafdet
Magic Urn
Malboro
Mandragora
Master Coeurl
Master Tonberry
Maze Larva
Mech Defender
Mech Guard
Mech Gunner
Mech Hunter
Mech Leader
Mech Scouter
Melusine
Mi'ihen Fang
Murussu
Mushussu
Nebiros
Nidhogg
Ochu
Octopus
Ogre
Phlegyas
Piranha
Puroboros
Ragora
Raldo
Raptor
Red Element
Remora
Sahagin
Sahagin Chief
Sandragora
Sand Wolf
Sand Worm
Shred
Simurgh
Sinscale (Underwater Sinscales are Level 4)
Sinspawn: Ammes
Skoll
Snow Flan
Snow Wolf
Spathi
Spirit
Splasher
Swamp Mafdet
Thorn
Thunder Flan
Tonberry
Valaha
Varuna
Vouivre (2 Types)
Warrior Monk (2 Types)
Wasp
Water Flan
Wendigo
White Element
Worker
Wraith
Xiphos
YAT-97
YAT-99
Yellow Element
YKT-11
YKT-63
Yowie
Zaurus
Zuu
.Level Two..
Barbatos
Behemoth
Behemoth King
Cactuar
Qactuar
.Level Three..
Adamantoise
Anima
.Level Four..
Arms
Biran Ronso
Chocobo Eater
Crawler
Evrae
Evrae Altana
Extractor
Geneaux's Tentacle
Geosgaeno
Guado Guardian (Sometimes Level 1)
Head
Kimahri
Left Fin
Mimic
Mortibody
Mortivessel
Negator
Oblitzerator
Omega Weapon
Pterya
Right Fin
Sanctuary Keeper
Seymour
Seymour Flux
Seymour Natus
Seymour Omnis
Sin's Fin
Sin's Core
Sin's Head
Sinspawn: Echuilles
Sinspawn: Genais
Sinspawn: Geneaux
Sinspawn Gui
Spectral Keeper
Spherimorph
Tros
Ultima Weapon
Underwater Sinscale
Yenke Ronso
Yunalesca
.Level Five..
All Monster Arena bosses, Dark Aeons, and Penance
-Overdrive-
The fourth factor, Overdrive, is very small, but nonetheless adds in. If
Yojimbo's Overdrive gauge is full, it will add 2 to his motivation.
-Random-
The random factor is exactly that, random. Unfortunately, the random factor
always determines whether you get Zanmato or not. It will randomly add
anywhere from 0 to 63 to Yojimbo's motivation. Technically, you could pay
Yojimbo a measly 1024 gil and have him perform Zanmato, but that is an
incredibly rare feat.
-Attacks For Free-
There is a small chance that Yojimbo may attack without pay - he will do
this automatically. If c = compatibility, the chance is (c / 1024). When he
does this, his motivation calculation is much simpler. If c = compatibility,
the formula is (c / 4) + a random factor of 0 to 63. The result is as
follows:
If Motivation Is | Attack Performed
------------------------------------
0 to 31 | Daigoro
32 to 47 | Kozuka
48 to 63 |Wakizashi (single)
64 to 79 | Wakizashi (all)
80 or greater | Zanmato
Note that Yojimbo will only perform Zanmato for free if the enemy is Zanmato
Level One. This is the most economic way of using Yojimbo, though it costs A
LOT OF GIL to get him there; if his compatibility is 255, he will attack for
free 1 out of 4 times and use either Wakizashi or Zanmato.
-Executing Zanmato-
So, what does it take to actually execute Zanmato? Here are a few simple
steps that should give you a better chance:
-Never pay Yojimbo 0 gil.
-Never let Yojimbo die.
-Always keep his Overdrive full.
-Never pay Yojimbo less than 1000 gil.
-Pay him all your money and hope the random factor is on your side...
-... or work with him, using VAST amounts of gil, until he has 255
compatibility.
-=-=-=-=-
3 . 0 - C O N C L U S I O N
-=-=-=-=-
-=-
3.01 - E-Mail Policy
-=-
I can be contacted at azure_edge@hotmail.com if you have a pressing question
that is not addressed in the FAQ. Please check the FAQ thoroughly before
sending me an e-mail. Also, do not send me any e-mails saying 'I am bad at
math, help me!' or 'I don't get this at all!'. They simply take up space in
my inbox, and will be promptly deleted. Please do not contact me by MSN
Messenger.
-=-
3.02 - Credits
-=-
-The Official Ultimania Guide and the Brady Games guide, from which this
information originates
-Oliver Hague, who posted the information on the FFX board
-Shinryu, who posted the Zanmato Levels from the Brady Games guide and
contributed information about the names of Yojimbo's attacks, corrections to
the Brady Zanmato Levels, and small corrections to the mathematics
-Dual Zero, who posted heaping helpings of topics to gather all of the
information in the first place
-Everybody else who posted topics and foresuch about Yojimbo's attacks. This
FAQ should be under their names, not mine!
-CJayC, for hosting this FAQ, 'cause I'm an annoying little wretch and he
happens to like my writing ^_^

This document is copyright Azure Edge and hosted by Neoseeker with permission.